
float4x4 xWorldViewProjection;


Texture xTexture;

sampler TextureSampler = sampler_state { texture = <xTexture> ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = mirror; AddressV = mirror;};

struct VertexToPixel
{
    float4 Position     : POSITION;    

     float2 TexCoords    : TEXCOORD0;

};

struct PixelToFrame
{
    float4 Color        : COLOR0;
};


 VertexToPixel SimplestVertexShader( float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0)

{
    VertexToPixel Output = (VertexToPixel)0;
    
     Output.Position =mul(inPos, xWorldViewProjection);

     Output.TexCoords = inTexCoords;


    return Output;
}

PixelToFrame OurFirstPixelShader(VertexToPixel PSIn)
{
    PixelToFrame Output = (PixelToFrame)0;    


     Output.Color = tex2D(TextureSampler, PSIn.TexCoords);


    return Output;
}

technique Simplest
{
    pass Pass0
    {
        VertexShader = compile vs_1_1 SimplestVertexShader();
        PixelShader = compile ps_1_1 OurFirstPixelShader();
    }
}
